Rogue 20 Pirate
CLASS & LEVEL BACKGROUND PLAYER NAME
Dramon Targaryan
Standard Human Neutral Evil
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME
INSPIRATION
STRENGTH 25 10 30 Extremely Brutal and disgusting. Strategic
3
and Intelligent
6 PROFICIENCY BONUS
16 PERSONALITY TRAITS
Hit Point Maximum 166
3 Strength
DEXTERITY 11 Dexterity
Discovery
5
3 Constitution CURRENT HIT POINTS
7 Intelligence
20 6 Wisdom
IDEALS
5 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
3 20 The Crew Zithor The Red Dragon Wyrmling
5 Acrobatics (Dex)
16 0 Animal Handling (…
1 Arcana (Int) BONDS
INTELLIGENCE 9 Athletics (Str)
1
17 Deception (Cha) NAME ATK DAMAGE/TYPE
Greed
1 History (Int)
Scimitar +11 1d8+5 Piercing
0
12 Insight (Wis)
17 Intimidation (Cha)
Shortsword +11 1d6+5 Piercing
7 Investigation (Int) FLAWS
WISDOM
0 Medicine (Wis) Dagger +11 1d4+5 Piercing
0 1 Nature (Int)
Rapier +3 +14 1d8+5 Piercin… Thieves' Cant
6 Perception (Wis)
10
5 Performance (Cha) Sneak Attack
ATTACKS & SPELLCASTING
5 Persuasion (Cha) Bad Reputation
CHARISMA
1 Religion (Int)
Cunning Action
5 17 Sleight of Hand (D…
5 Stealth (Dex)
CP SP EP
0
GP PP
Uncanny Dodge
Reliable Talent
20 0 Survival (Wis)
1 Scimitar Blindsense
SKILLS 1 Shortsword
Slippery Mind
1 Burglar's Pack
Aura of Courage
2 Dagger
16 PASSIVE WISDOM (PERCEPTION)
Elusive
1 Thieves' Tools
Stroke of Luck
100 ball bearing
TOOL: Thieves' Tools⁺ 1 string Berserker’s Frenzy
LANGUAGE: Common, Draconic, Thieves' Cant EQUIPMENT Berserker's Fury
ARMOR: Light Armor Undying Fury
WEAPON: Hand Crossbow, Longsword, Rapier,
Awakened Fury
Shortsword, Simple weapons
Fancy Footwork
OTHER PROFICIENCIES & LANGUAGES Rakish Audacity
Panache
Elegant Maneuver
Master Duelist
Dragon Mask
FEATURES & TRAITS
NAME ATK DAMAGE/TYPE Total: 6 Total:
CP SP EP GP PP
6
DIVINE SENSE
2 flask of oil
1 Backpack
5 Candle Total: Total:
1 Crowbar
1 Hammer
ATTACKS & SPELLCASTING
5 Piton
1 Hooded lantern
Total: Total:
5 Rations
1 Tinderbox
1 Waterskin
1 Hempen rope
1 Berserker Armor
1 Shield +2
1 Rapier +3
1 Blade of The Dragon Queen
EQUIPMENT
NONE 0 0
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
4 0 7 0
1 0
5 0 8 0
2 0
9 0
FEATURES & TRAITS
Thieves' Cant Slippery Mind Awakened Fury
During your rogue training you learned thieves’ By 15th level, you have acquired greater mental A creature under the effects of astral projection or a
cant, a secret mix of dialect, jargon, and code that strength. You gain proficiency in Wisdom saving similar effect may grant a creature under the effects
allows you to hide messages in seemingly normal throws. of Berserker’s Frenzy within 5 feet advantage on the
conversation. Only another creature that knows saving throw to escape Berserker’s Frenzy. On a
thieves’ cant understands such messages. It takes Aura of Courage success with the assistance of an astral projecting
four times longer to convey such a messagethan it Starting at 10th level, you and friendly creatures creature, they are exempt from the effects of
does to speak the same idea plainly. In addition, you within 10 feet of you can’t be frightened while you Berserker’s Fury and may end Berserker’s Frenzy as
understand a set of secret signs and symbols used to are conscious. At 18th level, the range of this aura a bonus action.
convey short, simple messages, such as whether an increases to 30 feet.
area is dangerous or the territory of a thieves’ guild, Fancy Footwork
Elusive When you choose this archetype at 3rd level, you
whether loot is nearby, or whether the people in an
Beginning at 18th level, you are so evasive that learn how to land a strike and then slip away
area are easy marks or will provide a safe house for
attackers rarely gain the upper hand against you. No without reprisal. During your turn, if you make a
thieves on the run.
attack roll has advantage against you while you melee attack against a creature, that creature can't
Sneak Attack aren’t incapacitated. make opportunity attacks against you for the rest of
Beginning at 1st level, you know how to strike your turn.
Stroke of Luck
subtly and exploit a foe’s distraction. Once per turn,
At 20th level, you have an uncanny knack for Rakish Audacity
you can deal an extra 10d6 damage to one creature
succeeding when you need to. If your attack m isses Starting at 3rd level, your confidence propels you
you hit with an attack if you have advantage on the
a target within range, you can turn the miss into a into battle. You can give yourself a bonus to your
attack roll. The attack must use a finesse or a ranged
hit. Alternatively, if you fail an ability check, you initiative rolls equal to your Charisma modifier. You
weapon. You don’t need advantage on the attack roll
can treat the d20 roll as a 20. Once you use this also gain an additional way to use your Sneak
if another enemy of the target is within 5 feet of it,
feature, you can’t use it again until you finish a Attack; you don't need advantage on the attack roll
that enemy isn’t incapacitated, and you don’t have
short or long rest. to use your Sneak Attack against a creature if you
disadvantage on the attack roll. The amount of the
extra damage increases as you gain levels in this are within 5 feet of it, no other creatures are within
Berserker’s Frenzy
class, as shown in the Sneak Attack column of the 5 feet of you, and you don't have disadvantage on
As an action, the wearer of the armor can don the
Rogue table. the attack roll. All the other rules for Sneak Attack
Berserker Armor's helmet. Upon doing so the
still apply to you.
wearer gains a +2 bonus to melee attack and
Bad Reputation
damage rolls, a +2 bonus to their AC, +20 feet of Panache
No matter where you go, people are afraid of you
movement speed, immunity to being frightened or At 9th level, your charm becomes extraordinarily
due to your reputation. When you are in a civilized
charmed, and advantage on Dexterity and beguiling. As an action, you can make a Charisma
settlement, you can get away with minor criminal
Constitution saves. When the wearer rolls for (Persuasion) check contested by a creature's
offenses, such as refusing to pay for food at a tavern
initiative or when they become frightened, they Wisdom (Insight) check. The creature must be able
or breaking down doors at a local shop, since most
must succeed a DC 12 Charisma saving throw or to hear you, and the two of you must share a
people will not report your activity to the
have Berserker’s Fury activate. To remove the language. If you succeed on the check and the
authorities.
helmet and end the Berserker's Fury effects, the creature is hostile to you, it has disadvantage on
Cunning Action wearer must use a bonus action to make a DC 19 attack rolls against targets other than you and can't
Starting at 2nd level, your quick thinking and agility Charisma saving throw, kill all creatures they are make opportunity attacks against targets other than
allow you to move and act quickly. You can take a aware of, be magically put to sleep, or die. you. This effect lasts for 1 minute, until one of your
bonus action on each of your turns in combat. This companions attacks the target or affects it with a
Berserker's Fury
action can be used only to take the Dash, spell, or until you and the target are more than 60
While Berserker’s Fury is active, the wearer
Disengage, or Hide action. feet apart. If you succeed on the check and the
becomes berserk and can not speak or understand
creature isn't hostile to you, it is charmed by you for
Uncanny Dodge any languages. This overcomes any immunity to
1 minute. While charmed, it regards you as a
Starting at 5th level, when an attacker that you can conditions. Any creatures that attempt to
friendly acquaintance. This effect ends immediately
see hits you with an attack, you can use your telepathically communicate with them must succeed
if you or your companions do anything harmful to
reaction to halve the attack’s damage against you. a DC 14 Charisma saving throw or be frightened for
it.
1 minute. These creatures may reattempt this saving
Reliable Talent throw and the end of their turn. Elegant Maneuver
By 11th level, you have refined your chosen skills Starting at 13th level, you can use a bonus action on
until they approach perfection. Whenever you make Undying Fury
your turn to gain advantage on the next Dexterity
an ability check that lets you add your proficiency If the wearer's hit points fall to 0 while under the
(Acrobatics) or Strength (Athletics) check you make
bonus, you can treat a d20 roll of 9 or lower as a 10. effects of Berserker’s Frenzy, they can not fall
during the same turn.
unconscious, and their hit points may enter negative
Blindsense values. When the wearers negative hit points are
Starting at 14th level, if you are able to hear, you are equal or greater than the wearers maximum hit
aware of the location of any hidden or invisible points, the wearer dies immediately.
creature within 10 feet of you.
Master Duelist Dragon Mask
Beginning at 17th level, your mastery of the blade Damage Absorption. You have resistance against the
lets you turn failure into success in combat. If you mask's damage type. If you already have resistance
miss with an attack roll, you can roll it again with to that damage type from another source, you
advantage. Once you do so, you can't use this instead have immunity to that damage type. If you
feature again until you finish a short or long rest. already have immunity to that damage type from
another source, whenever you are subjected to
damage of that type, you take none of that damage
and regain a number of hit points equal to half the
damage dealt of that type. Draconic Majesty. While
you are wearing no armor, you can add your
Charisma bonus to your Armor Class. Dragon
Breath. If you have a breath weapon that requires
rest to recharge, it gains a recharge of 6. Dragon
Sight. You gain darkvision out to 60 feet, or to an
additional 60 feet if you already have that sense.
Once per day, you can gain blindsight out to 30 feet
for 5 minutes. Dragon Tongue. You can speak and
understand Draconic. You also have advantage on
any Charisma check you make against dragons that
share the mask's color. Dragon Fire. If you deal fire
damage to a creature or flammable object, it starts
burning. At the start of each of its turns, a creature
burning in this way takes 1d6 fire damage. A
creature that can reach the burning target can use an
action to extinguish the fire. Legendary Resistance
(1/Day). If you fail a saving throw, you can choose
to succeed instead.
SPELLS